Sacred Weapons
-Medinaat al-Salaam
Damascus Steel (5)- Not a specific weapon, but can be used to make any bladed weapon. Grants the ability to spend a Void point to gain a +1k1 bonus on damage rolls with that weapon and makes it unbreakable.
-Assassin
Dhul Fiqar Knife (6)- 2k2 knife. Grants a free raise on all attempts to conceal it and grants a +3 bonus to your ArmorTN.
-Ra'Shari
Shimmering Steel (4 pts)- 2k1 Knife. Grants a +3 bonus to Perform or Intimidate checks if bared and used as part of the presentation.
-Senpet
Spear of Thousand (4)- 2k2 Javelin, 1k3 if thrown. Can be thrown accurately up to up to 100’.
-Yodotai
Hispanian Gladius (5)- 3k2 gladius. +3 to Damage rolls while an ally is within 30’.
-Jackals
Shadow Blade (4)- 2k1 knife. The wielder gains a Free raise on turning anyone killed by this knife into a Ghul.
-Ebonites
Sword of the Righteous (5)- 4k2 longsword. Once per day you may reduce any Integrity loss you may suffer to .1 if that action was not against The Code.
Blood of Osano-Wo
This has been renamed Blood of the Sands.
Fortunes Blessings and Curses
This advantage works exactly the same way, with a simple name change.
1. Benten- Nima the Poet
2. Bishamon- Bahadur the Champion
3. Daikoku- Yanad the Trader
4. Ebisu- Akbar the Irrigator -This advantage gives a bonus to citizens of the Burning Sands that are not members of a faction.
5. Fukurokujin- Qadir the Qabalist
6. Hotei- Fatimah the Ascetic
7. Jurojin- Hanam the Architect
Blessing and Curses of the Realms
The Burning Sands has knowledge and dealings with most of the current Spirit Realms, the exceptions to this is the Realm of Thwarted Destiny, which is not known of in the Burning Sands, and the Realm of Jinn, which is not known of outside of the Burning Sands. Advantages work as normal.
1. Realm of animals
2. Realm of the hungry dead
3. Realm of Evil
4. Realm of the Jinn
5. Realm of Waiting
6. Realm of Mischief
7. Celestial Heavens
8. Realm of Slaughter
9. Realm of Blessed Ancestors
10. Realm of Dreams
Blessing of the Jinn- See Fitfully Sleeping Blood, Legend of the Burning Sands Main Book, 3rd Edition. Casting a spell as a Jinn does means that you may cast the spell granted by this advantage a number of times equal to the ring the spell is related to. Curse of the Jinn- The TN for any roll you have in dealing with Jinn is increased by 5.
Gentry
One Store- 8 points
Large Store- 15 points
Unique Holding (Mine, Horse Breeder, etc)- 18 points
Small Caravan, Tribe, or Caravanserai- 20 points
Large Caravan, Tribe, or Caravanserai- 25 points
Small City-State- 30 points
At the end of every in game week you get to make a Commerce/Intelligence roll, TN 15. Success means you gain 1 Copper. You gain 1 additional Copper for each raise you call on this roll. The total Copper gained by this roll is then multiplied by your Gentry level. For example, with One Store it is multiplied by one.
Forbidden Lore: Khadi
You are intimately familiar with the ways of the Khadi, their strengths and their weaknesses. You gain one rank of the Lore: Khadi skill. In addition, you gain a +1k1 bonus to any investigation roll to locate a Khadi's hidden heart.
Magic Resistance
You may only pick up Magic Resistance: Sahir.
The exception to this ruling is the Yodotai, who can pick up whatever Magic Resistance they want and can also buy this advantage after character creation.
-Medinaat al-Salaam
Damascus Steel (5)- Not a specific weapon, but can be used to make any bladed weapon. Grants the ability to spend a Void point to gain a +1k1 bonus on damage rolls with that weapon and makes it unbreakable.
-Assassin
Dhul Fiqar Knife (6)- 2k2 knife. Grants a free raise on all attempts to conceal it and grants a +3 bonus to your ArmorTN.
-Ra'Shari
Shimmering Steel (4 pts)- 2k1 Knife. Grants a +3 bonus to Perform or Intimidate checks if bared and used as part of the presentation.
-Senpet
Spear of Thousand (4)- 2k2 Javelin, 1k3 if thrown. Can be thrown accurately up to up to 100’.
-Yodotai
Hispanian Gladius (5)- 3k2 gladius. +3 to Damage rolls while an ally is within 30’.
-Jackals
Shadow Blade (4)- 2k1 knife. The wielder gains a Free raise on turning anyone killed by this knife into a Ghul.
-Ebonites
Sword of the Righteous (5)- 4k2 longsword. Once per day you may reduce any Integrity loss you may suffer to .1 if that action was not against The Code.
Blood of Osano-Wo
This has been renamed Blood of the Sands.
Fortunes Blessings and Curses
This advantage works exactly the same way, with a simple name change.
1. Benten- Nima the Poet
2. Bishamon- Bahadur the Champion
3. Daikoku- Yanad the Trader
4. Ebisu- Akbar the Irrigator -This advantage gives a bonus to citizens of the Burning Sands that are not members of a faction.
5. Fukurokujin- Qadir the Qabalist
6. Hotei- Fatimah the Ascetic
7. Jurojin- Hanam the Architect
Blessing and Curses of the Realms
The Burning Sands has knowledge and dealings with most of the current Spirit Realms, the exceptions to this is the Realm of Thwarted Destiny, which is not known of in the Burning Sands, and the Realm of Jinn, which is not known of outside of the Burning Sands. Advantages work as normal.
1. Realm of animals
2. Realm of the hungry dead
3. Realm of Evil
4. Realm of the Jinn
5. Realm of Waiting
6. Realm of Mischief
7. Celestial Heavens
8. Realm of Slaughter
9. Realm of Blessed Ancestors
10. Realm of Dreams
Blessing of the Jinn- See Fitfully Sleeping Blood, Legend of the Burning Sands Main Book, 3rd Edition. Casting a spell as a Jinn does means that you may cast the spell granted by this advantage a number of times equal to the ring the spell is related to.
Curse of the Jinn- The TN for any roll you have in dealing with Jinn is increased by 5.
Gentry
One Store- 8 points
Large Store- 15 points
Unique Holding (Mine, Horse Breeder, etc)- 18 points
Small Caravan, Tribe, or Caravanserai- 20 points
Large Caravan, Tribe, or Caravanserai- 25 points
Small City-State- 30 points
At the end of every in game week you get to make a Commerce/Intelligence roll, TN 15. Success means you gain 1 Copper. You gain 1 additional Copper for each raise you call on this roll. The total Copper gained by this roll is then multiplied by your Gentry level. For example, with One Store it is multiplied by one.
Forbidden Lore: Khadi
You are intimately familiar with the ways of the Khadi, their strengths and their weaknesses. You gain one rank of the Lore: Khadi skill. In addition, you gain a +1k1 bonus to any investigation roll to locate a Khadi's hidden heart.
Magic Resistance
You may only pick up Magic Resistance: Sahir.
The exception to this ruling is the Yodotai, who can pick up whatever Magic Resistance they want and can also buy this advantage after character creation.